theBastard wrote:yes, your mark for religious centres looks better as my icons messy on the all map . but in my last version I kicked off religious symbols - with shields there were too much symbols - and the politics influence and military powers were realy important - the religion was (as often) pretext. also religious influence was united with politics and military...
therefore (for better GP) I think religion could be combined with politics - which is represents with shields.
I guess what I'm hoping is that the basic
conepts come across. The details of what symbol to be used to represent a gameplay aspect are flexible. I removed the shields because there weren't enough to give to every city and my concept was to reduce the number of necessary GP symbols without significantly changing your ideas.
I also think that the two symbols with different colors (red vs. yellow) make them easier to spot on the map than upright shields vs. sideways shields (although this still worked, I was just trying to go as bare-bones as possible).
theBastard wrote:yes, now castles are dominant, but why so much? now they have nothing important for GP. maybe we could do any bonus for holding 2/3/4 shields?
Adding a bonus for the shields would be good if you wanted to give them a gameplay aspect and keep them where I put them (roughly).
However, the important thing here again is the concept. The Castles are prominent because
something has to be in order to make each symbol distinct to the eye.
Furthermore, the Castles are the rarest symbol, so making them the biggest won't overload the map. Also, for gameplay, the castles actually give the best bonus:
Castles = +2 per 1 castle
Cities = +3 per 2 cities (only with Christian/Moorish pair)
Towns = +1 per 3 towns
To be honest, though, I don't care if you wanted the Cities to be the biggest, as long as the symbols of each type are of noticeably different size. It doesn't matter if any of the graphics I cobbled get used; I'm just hoping that they help develop your ideas into a map that illustrates the gameplay- which I consider to be simple enough to do just fine if presented well.
Hmmm.... maybe I should have tried to outline the concept in my post, although again I'll be using words not pictures, and the English barrier only hurts. Well... here's what I was thinking in words:
The symbols for Castles, Cities, Towns and No-Man's Lands need to have
hugely obvious differences. This is best done though
color,
shade,
size, and
shape. Since the colors (and really shades) need to match for bonus regions, that leaves size and shape. So, I think that the symbols of each settlement need to have 4 different sizes and 4 different shapes.
theBastard wrote:yes, shields looks cool, but are baseless now. and could confuse players... so kick them off or add them any bonus or something, I think...
I think castles do not need flags. only cities are important by religion.
I'm worried that the shields are getting so much attention. Maybe I should have cut them out so that my basic idea was clearer. However, as political icons I didn't want to just give them the boot, and you seem to like the political center idea so perhaps they can be given a bonus...
Anyway, the flags on the castles are also just a little flavor, certainly not a GP element, but I also felt that they added a bit of prominence to the Castle symbol, which is part of the concept. Their significance is overall very small.
theBastard wrote:is it not better to have the same number of christian/moorish cities while pair of them makes bonus? and must all cities be religious centres?
I didn't want to change any of your GP elements (except one) so I kept with your original designations of Christian/Moorish cities, which does lead to an imbalanced number of 10 Christian cities and 7 Moorish. By changing just one of the Christian cities into a Moorish city, the numbers become roughly even at 9-8.
As for making all cities religious, I felt for reasons stated before that it simplified the GP a little while helping the clarity a lot. By eliminating the "shield" vs. "non-shield" designation for a city, the legend can be simpler and a player does not have to look for combinations of symbols...
porkenbeans wrote:There is still just too much going on. I have said this already but, I think that there are too many territs for the available land area. It would be much easier to work with a 60 territ count. on the land area.
There are just too many different icons as well. some of them are even stacked on one territ. all of this business is what is holding this map up.
Pork, I'm not sure that I agree that the gameplay needs any further simplification. I've seen other quenched maps that get away with just as many elements or more. I'm actually in support of the gameplay as it stands (or with the one modification I suggested, either way) because I think that these elements can be represented on a map and still be relatively clear.
That said, the map might not suffer if a few territories were taken off. Especially if it lowered the territory count to a golden number for the drops. But a drastic cut might pull the guts out of the map.
What is the count of playable territories for the drop, btw, on The Bastard's map? I mean, I can count, but are any of the territories starting out as neutral? I saw some discussion but I don't know what was decided (if anything).
As for the symbols, I'm not sure what is meant by "stacking". Are you talking about icons in the same region or combined in gameplay? As I have them on the map, they are all unique, there are no combinations (the shields are currently flavor).
porkenbeans wrote:Lowering the territ count to 60, also allows enough room so that each territ, has its own borders. Just that one little thing moves this map in the right direction by bounds.
It certainly makes the territory connections explicit, which is good, but may not be necessary as long as a legend states that territories in the same region can attack each other. I just don't know if that's what The Bastard wants for gameplay, I'm just assuming that for now. Prison Riot has many more territories than this map and uses "open borders" for gameplay just fine.
Anyway, I think that whichever way The Bastard wants to do it, that it could be done.
porkenbeans wrote:This link is the 60 territ template, that I posted earlier. I wish you guys would try, just for shits and giggles, to make a version or two with it. Experiment with only using 3 or less (or zero) icons. The borders can be altered here and there as needed and the names can be given that best represents the area. But in the end the map will start to realize its goal to become more streamlined.
Unfortunately, just doing this map put me way behind on other projects. I wish I was faster but computer graphics are not my natural medium. In addition, as stated earlier, I'm not really in favor of 60 territories (this is a hoorrrible number for drops, and should be banned for maps! It's really evil when you go second or last, especially in team games
) What's more, the number for drops doesn't really become acceptable until 67+, at 70 it's very good. Check out the thread on golden numbers or look it up in the design guidelines- some good soul bothered to do the math so we don't have to
Anyway, the map I posted effectively uses (as The Bastard pointed out) just 4 symbols, 5 if you count Moorish vs. Christian cities. It doesn't seem that bad, when you consider that even 'straightforward' maps like Sydney Metro use 3 symbols, and the complicated ones use 6 or more. I'm not saying that this map is dead easy to understand, but I think it is in the ballpark of other CC maps, which it wasn't a couple of versions ago.
Maybe take a long look and see if you can fiddle? I wish I had more time...
porkenbeans wrote:Thank you for the time and effort that you have given to this project. You are one of the best members on this team, IMO.
Well, thanks for the kind words. Best of luck to the both of you, I'll say it again I'm happy with overall GP and think that the right way of presenting it is just around the corner.